Base Class: Ranger
Weather you grew up in vast planes, great swamps, unending deserts, the frozen tundra or anywhere in-between. There is always a predator, a stalker, a hunter, a slayer of pray. These alien creatures from most worlds, they are but defenseless animals in most cases. Farmers, miners, presents in general are looked upon as not threats. These creatures look for a worthy challenge in combat to test their skills and get new trophies. But those who have killed a great serpent in battle have gained a little respect from these other world hunters. If you are so lucky then you may learn their ways.
These creatures use advanced technology to aid in their hunts and slaying of the great serpents. Those who fallow their teachings and seek not only glory but the thrill of the hunt. Those who do so will learn more of their secrets sent to you through your helmet as you continue to prove your skill.
Hunter’s Mask and Weapons
At 3rd level, You gain dark vision out to 60ft, and can change this to thermal or xenomorph tracking that highlights them brightly in contrast to the rest of the world as a bonus action. You have been given the predators mask, gantlets, spear, smart disk, plasma caster, whip, and self destruct device. These weapons are acid proof, and you gain resistance to acid.
The mask allows you to cast invisibility, jump, and long strider at will.
The Gantlets deal 1d6 slashing added to your unarmed attack. This increases to 2d6 at 11th level.
The Spear is adamantine and counts as a siege weapon, dealing double damage to structures. This weapons damage increases from 1d8 piercing to 2d8 piercing at 11th level.
The Smart Disk is a throwing weapon that deals 1d8 slashing damage, having advantage to hit that returns to your hand after.
The Plasma Caster, deals 1d6 that increases by 2d6 for each round charged up to 3 rounds. For a total of 7d6, but creatures gain advantage to perceive you from the sound it makes.
The Whip has a 10 ft range and deals 2d4 slashing damage. At 11th level the range increases to 15ft.
The Self Destruct device deals radiant damage equal to double your total health in a 200ft radius centered on you. If you somehow survive, you can no longer use the mask to cast spells, use the plasma caster, and the smart disk no longer returns to you.
Unyielding Tracker
At 7th level, You gain the ability to cast hunters mark at 5th level, false life, and fog cloud at 3rd level a number of times equal to your wisdom modifier.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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